|Occupation||Scenario writer of video games at Square Enix.|
Daisuke Watanabe (渡辺 大祐 Watanabe Daisuke?) is a Japanese video game scenario writer who is an employee of Square Enix. He is mostly known for his work on the role-playing video game series Final Fantasy and the action role-playing video game series Kingdom Hearts.
Work on Final Fantasy
Final Fantasy X was the first Final Fantasy game that Watanabe worked on as scenario writer. He joined the Final Fantasy XII development team in November 2004. The original scenario writer Yasumi Matsuno left the project in August 2005 due to sickness. Hiroshi Minagawa, the co-director of Final Fantasy XII, expressed his regrets that many of the story ideas by Watanabe had to be dropped so the game could meet the deadline for the release. In March 2006, Watanabe joined the team for Final Fantasy XIII after Kazushige Nojima and Motomu Toriyama had conceived a mythology and story for the game, respectively. He was shown a rough outline of the plot until chapter eight and was asked by Toriyama to flesh things out and to correct how it would all connect. Watanabe decided how Toriyama's cutscene ideas should play out, wrote the script and adjusted the personality of each character to emphasize what the story tried to express.
- Studio BentStuff. Final Fantasy X Ultimania Omega (in Japanese). Square Enix. pp. 191–193, 476.
- Studio BentStuff, ed. (2006). Final Fantasy XII Scenario Ultimania (in Japanese). Square Enix. ISBN 4-7575-1696-7.
- Niizumi, Hirohiko (1 August 2005). "FFXII producer steps down". GameSpot. Retrieved 20 March 2011.
- "Video interview with FINAL FANTASY XII Directors". FINAL FANTASY XII Collector's Edition Bonus DVD. Square Enix Co., Ltd. 31 October 2006. Retrieved 8 April 2011. "Hiroshi Minagawa: In the course of development, Jun Akiyama and Daisuke Watanabe came up with many ideas but ultimately we had to abandon many of them. I'd heard their original ideas and I wish we could have included them all. Once we began development and many of the systems were in place, the team had many progressive ideas. It was the most enjoyable part of the project. But as we approached the project's end, I had to point out features we had to drop in order for the game to be finished. Which is unfortunate, since I'm sure people would have enjoyed the game that much more if we could have left all our original ideas in."
- Final Fantasy XIII Scenario Ultimania (in Japanese). Tokyo: Studio Bentstuff. 2010-02-01. pp. 388–390. ISBN 4-7575-2775-6.